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Table of Contents

This version has been showcased by German player Johnny Stone, adding beast
synergies to the deck to utilize cards from the latest expansions to revive an
archetype crippled by the card nerfs brought along with the standard format.

1. About the Author

This deck is presented to you by Pesty,
a professional Hearthstone player playing since closed beta. He is a consistent legend player in both Wild and Standard with multiple high-rank finishes.

2.1. Mana Curve

2

4

6

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1

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3. Strategy

Aggro Druid aims to utilize early game minions to control the board followed
by strong midrange minions to overpower the opponent.

Unlike most Druid decks, this build does not feature Wild Growth, as
skipping turn 2 is not a thing you are interested in doing with this deck.
Instead, you aim to play out an aggressive curve of minions each turn, or look
to use proactive Mana acceleration methods like Innervate or Darnassus
Aspirant. The deck is able to control the board with strong early minions to
facilitate this, using Enchanted Raven, Living Roots and
Druid of the Saber to create early aggression.

Druid of the Saber is usually best played early in Stealth form as it
provides a stronger presence for the board and allows it to be buffed by
Mark of Y'Shaarj or copied with Menagerie Warden the following
turn. There are exceptions as always, and Druid of the Saber can be played in
Charge form if you need to use it as removal, if you are buffing it immediately
with Savage Roar or Mark of Y'Shaarj, or if you are expecting AoE from
your opponent that would remove the card in Stealth form.

Through the mid-game turns, this deck plays out similar to a midrange Druid.
You will be looking to play out a smooth curve of threatening minions like
Mounted Raptor, Piloted Shredder, Druid of the Claw, and
Savage Combatant. As this deck sacrifices sustained card draw to gain
early aggression, you should be considering attacking your opponent directly
with these minions rather than fighting for the board any longer. This often
means playing Druid of the Claw in charge form to allow for quicker, guaranteed
damage.

Going into the late-game, you will be looking to follow up the mid-game
aggression and end the game. Savage Roar is the strongest way to do
this, offering an extra two damage for each minion you have remaining on the
board and synergizing with the charge effects of Druid of the Saber,
Argent Horserider, and Druid of the Claw which you can play from
hand.

Fel Reaver is a key card in this deck and is generally best played in
one of two ways. Firstly, you can rush it out early using Innervate,
to overwhelm your opponent before they are able to draw into their key removal
spells. Secondly, you can drop it on the board after creating enough pressure
to force the opponent into using their key removal on your midrange minions.
Fel Reaver is often misunderstood by Hearthstone players due to the card
discard effect. With a deck as aggressive as this however, you will never draw
more than half your deck during a normal game, meaning that unless your
opponent is able to burn huge quantities of your cards, you can safely assume
you never would have seen those cards anyway.

Argent Horserider has a flexible role within the deck. With the
ability to protect your other minions, be a threatening presence on the board
due to the divine shield, and add to burst damage created by
Savage Roar.

Savage Combatant is one undervalued and misunderstood cards within
the deck. For most players, the instinctive move is to play the card with 6 or
more Mana, allowing the benefit of the inspire effect to be gained. With a
deck like this however, the minion stats alone allow this card to deal
significant damage for just 4 Mana and with the strong inspire effect, can
often cause an opponent to overcommit to removal to deal with it. Using the
card as a removal magnet paves the way for stronger minions such as
Fel Reaver and Druid of the Claw to be played with less risk of
being removed.

Against Control decks, you should be aiming to curve out smoothly, do not be
afraid to keep Piloted Shredder or Savage Combatant in your
opening hand if you have plays for the turns leading up to them.